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Yeah!
Only few of the shells are reflected at all. Seems manually authored for this high detail close up.
Hard to say. Eventually they bin triangles to voxels? No idea. Maybe a bunch of multiple tech.
In the very beginning there is a metalllic door on the left side, reflecting green stuff. Seems there is a smooth switch from an image based method (dynamic probes, impostors?) to a more accurate one.
Maybe they also project textures to voxel faces. There seems no noise, but a limitation could be it only supports sharp reflections. Very impressive work!![]()
Real-Time Ray Traced Reflections With CRYENGINE on a Vega 56 GPU
Why should they do such a misdirection?Is it realtime on Vega56 or rendered on Vega56 (then replayed at a decent frame rate)?
Voxels can be ray traced as well but it produces noise. SVOTI uses cone tracing. The ghosting is due to the temporal denoising.
In fact, voxel ray tracing has been supported in CryEngine (in limited form) for some time now:
https://docs.cryengine.com/display/CEMANUAL/Ray+Traced+Shadows
Well that looks amazing. How is that possible?
Real-Time Ray Traced Reflections With CRYENGINE on a Vega 56 GPU
Why should they do such a misdirection?
I expect it to be what next gen will look like.
If i'm right, we have those costs:
In the Dreams paper shows a voxel renderer, which they called 'brick renderer' or something. It renders the 3 visible voxel faces with flat displacement maps, and finally the pixel shader processes those maps with a POM like method to get the details.Yeah, but those reflections are showing a surprising amount of detail. If they are indeed voxel-based, I wonder what resolution or compression wizardry they are using.
Not positive, but I think that may be the difference from contact hardening shadows?Yeah. NVs RTX Demo has some artifacts too, some objects are blurred
Yeah most definitely, there is even an input in CE you could have to give you glossy cone traced reflections way before 5.5 (3.82 I think had it). The one thing about this demo though is that I cannot ascertain look of voxels in the reflections themselves, so I am curious how it works. Maybe it is not exactly voxels?
Like here, you can see obvious polygonal edges from a lower LOD model used in the reflection:
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Watching it again today i think it's more just classical raytrcing of a lower triangle LOD from the scene. Your idea would show more irregular tesselation considering the random orientation of the shells, and my ideas above would also show similar artifacts from the world space grid alignment.The reflections might be the result of ray-tracing objects represented as iso-surfaces and voxelized with marching cubes or some variant of it like explained here: